Okay, so this intrigued me. I spent some more time with the Apocalypse World move that Defy Danger is drawn from, Act Under Fire (Page 190-192). Here's the GM's offer of a hard bargain:
Roark’s hit, and Marie tries to
drag him to cover. (On a 7–9, maybe I give her a hard bargain:
she can get him to safety, but only if she takes a bullet herself.)
So that's clearly an offer that the player can opt out of, abandon Roark or take a bullet. But, clearly also not boring if the player chooses to opt out, cause there's poor Roark lying out there. Here's an ugly choice:
Keeler the gunlugger’s taken off her shoes and she’s sneaking
into Dremmer’s camp, armed as they say to the upper teeth. If
they hear her, she’s fucked. (On a 7–9, maybe I give her an ugly
choice between alerting the camp and murdering an innocent
teenage sentry.) She hits the roll with an 8, so the ugly choice
it is. “There’s some kid out here, huddled under this flimsy tin
roof with a mug of who-knows-what. You think you’re past him
but he startles and looks right at you. You can kill him before
he makes a noise, but you’ll have to do it right this second. Do
you?”
Here, the player can't really opt out of the choice. She's acting. She's under fire. To put it in Dungeon World terms, they can opt out of the Defying part, but then they have to deal with the Danger. Here's a worse outcome:
B
ran the savvyhead’s got less than a minute to get Frankie’s
car started again before Balls and friends are on them. (On a
7–9, maybe I give him a worse outcome: he gets the car started,
but Balls’ first couple of people are there already. I picture him
tearing away with Poor Skimla clinging to the boot.) ”
Interestingly, the word used above isn't offer, it's give, which seems fitting. Again, here's a situation where opting out is essentially meaningless, right? I mean, I guess you could decline this worse outcome and take a much worse outcome.
The thing that's clear in the above choices is that none of them is a choice between Defying Danger and nothing happening. Let's look at the example in Dungeon World.
GM: Hmm, well, I think the only way you can gain any traction, tough guy, is if you use your dagger to pull yourself up the last few feet. It’s going to be lodged in there until you have some time to pull it loose and there’s an angry spellcaster nearby.
Emory: I can always get a new dagger when I get home. Time to finish this climb and that cultist.
It's arguably not as strong as the Apocalypse world choices. But, what happens if Emory says "I can't lose this dagger!" and opts out? Umm....angry spellcaster, nearby...Emory's exposed on the side of a frost covered ravine with a dangerous sorcerer nearby. The GM can just deal damage at this point.
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